6f0ef9155353a4adb095556b67c8a91bac47f6d3
[mesa.git] / src / gallium / drivers / v3d / v3d_uniforms.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/u_pack_color.h"
25 #include "util/format_srgb.h"
26
27 #include "v3d_context.h"
28 #include "compiler/v3d_compiler.h"
29 #include "broadcom/cle/v3d_packet_v33_pack.h"
30
31 #if 0
32
33 #define SWIZ(x,y,z,w) { \
34 PIPE_SWIZZLE_##x, \
35 PIPE_SWIZZLE_##y, \
36 PIPE_SWIZZLE_##z, \
37 PIPE_SWIZZLE_##w \
38 }
39
40 static void
41 write_texture_border_color(struct v3d_job *job,
42 struct v3d_cl_out **uniforms,
43 struct v3d_texture_stateobj *texstate,
44 uint32_t unit)
45 {
46 struct pipe_sampler_state *sampler = texstate->samplers[unit];
47 struct pipe_sampler_view *texture = texstate->textures[unit];
48 struct v3d_resource *rsc = v3d_resource(texture->texture);
49 union util_color uc;
50
51 const struct util_format_description *tex_format_desc =
52 util_format_description(texture->format);
53
54 float border_color[4];
55 for (int i = 0; i < 4; i++)
56 border_color[i] = sampler->border_color.f[i];
57 if (util_format_is_srgb(texture->format)) {
58 for (int i = 0; i < 3; i++)
59 border_color[i] =
60 util_format_linear_to_srgb_float(border_color[i]);
61 }
62
63 /* Turn the border color into the layout of channels that it would
64 * have when stored as texture contents.
65 */
66 float storage_color[4];
67 util_format_unswizzle_4f(storage_color,
68 border_color,
69 tex_format_desc->swizzle);
70
71 /* Now, pack so that when the v3d_format-sampled texture contents are
72 * replaced with our border color, the v3d_get_format_swizzle()
73 * swizzling will get the right channels.
74 */
75 if (util_format_is_depth_or_stencil(texture->format)) {
76 uc.ui[0] = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
77 sampler->border_color.f[0]) << 8;
78 } else {
79 switch (rsc->v3d_format) {
80 default:
81 case VC5_TEXTURE_TYPE_RGBA8888:
82 util_pack_color(storage_color,
83 PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
84 break;
85 case VC5_TEXTURE_TYPE_RGBA4444:
86 util_pack_color(storage_color,
87 PIPE_FORMAT_A8B8G8R8_UNORM, &uc);
88 break;
89 case VC5_TEXTURE_TYPE_RGB565:
90 util_pack_color(storage_color,
91 PIPE_FORMAT_B8G8R8A8_UNORM, &uc);
92 break;
93 case VC5_TEXTURE_TYPE_ALPHA:
94 uc.ui[0] = float_to_ubyte(storage_color[0]) << 24;
95 break;
96 case VC5_TEXTURE_TYPE_LUMALPHA:
97 uc.ui[0] = ((float_to_ubyte(storage_color[1]) << 24) |
98 (float_to_ubyte(storage_color[0]) << 0));
99 break;
100 }
101 }
102
103 cl_aligned_u32(uniforms, uc.ui[0]);
104 }
105 #endif
106
107 static uint32_t
108 get_texrect_scale(struct v3d_texture_stateobj *texstate,
109 enum quniform_contents contents,
110 uint32_t data)
111 {
112 struct pipe_sampler_view *texture = texstate->textures[data];
113 uint32_t dim;
114
115 if (contents == QUNIFORM_TEXRECT_SCALE_X)
116 dim = texture->texture->width0;
117 else
118 dim = texture->texture->height0;
119
120 return fui(1.0f / dim);
121 }
122
123 static uint32_t
124 get_texture_size(struct v3d_texture_stateobj *texstate,
125 enum quniform_contents contents,
126 uint32_t data)
127 {
128 struct pipe_sampler_view *texture = texstate->textures[data];
129
130 switch (contents) {
131 case QUNIFORM_TEXTURE_WIDTH:
132 return u_minify(texture->texture->width0,
133 texture->u.tex.first_level);
134 case QUNIFORM_TEXTURE_HEIGHT:
135 return u_minify(texture->texture->height0,
136 texture->u.tex.first_level);
137 case QUNIFORM_TEXTURE_DEPTH:
138 return u_minify(texture->texture->depth0,
139 texture->u.tex.first_level);
140 case QUNIFORM_TEXTURE_ARRAY_SIZE:
141 return texture->texture->array_size;
142 case QUNIFORM_TEXTURE_LEVELS:
143 return (texture->u.tex.last_level -
144 texture->u.tex.first_level) + 1;
145 default:
146 unreachable("Bad texture size field");
147 }
148 }
149
150 static struct v3d_bo *
151 v3d_upload_ubo(struct v3d_context *v3d,
152 struct v3d_compiled_shader *shader,
153 const uint32_t *gallium_uniforms)
154 {
155 if (!shader->prog_data.base->ubo_size)
156 return NULL;
157
158 struct v3d_bo *ubo = v3d_bo_alloc(v3d->screen,
159 shader->prog_data.base->ubo_size,
160 "ubo");
161 void *data = v3d_bo_map(ubo);
162 for (uint32_t i = 0; i < shader->prog_data.base->num_ubo_ranges; i++) {
163 memcpy(data + shader->prog_data.base->ubo_ranges[i].dst_offset,
164 ((const void *)gallium_uniforms +
165 shader->prog_data.base->ubo_ranges[i].src_offset),
166 shader->prog_data.base->ubo_ranges[i].size);
167 }
168
169 return ubo;
170 }
171
172 /**
173 * Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
174 *
175 * Some bits of this field are dependent on the type of sample being done by
176 * the shader, while other bits are dependent on the sampler state. We OR the
177 * two together here.
178 */
179 static void
180 write_texture_p0(struct v3d_job *job,
181 struct v3d_cl_out **uniforms,
182 struct v3d_texture_stateobj *texstate,
183 uint32_t unit,
184 uint32_t shader_data)
185 {
186 struct pipe_sampler_state *psampler = texstate->samplers[unit];
187 struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
188
189 cl_aligned_u32(uniforms, shader_data | sampler->p0);
190 }
191
192 /** Writes the V3D 3.x P1 (CFG_MODE=1) texture parameter. */
193 static void
194 write_texture_p1(struct v3d_job *job,
195 struct v3d_cl_out **uniforms,
196 struct v3d_texture_stateobj *texstate,
197 uint32_t data)
198 {
199 /* Extract the texture unit from the top bits, and the compiler's
200 * packed p1 from the bottom.
201 */
202 uint32_t unit = data >> 5;
203 uint32_t p1 = data & 0x1f;
204
205 struct pipe_sampler_view *psview = texstate->textures[unit];
206 struct v3d_sampler_view *sview = v3d_sampler_view(psview);
207
208 struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
209 .texture_state_record_base_address = texstate->texture_state[unit],
210 };
211
212 uint32_t packed;
213 V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
214 (uint8_t *)&packed,
215 &unpacked);
216
217 cl_aligned_u32(uniforms, p1 | packed | sview->p1);
218 }
219
220 /** Writes the V3D 4.x TMU configuration parameter 0. */
221 static void
222 write_tmu_p0(struct v3d_job *job,
223 struct v3d_cl_out **uniforms,
224 struct v3d_texture_stateobj *texstate,
225 uint32_t data)
226 {
227 /* Extract the texture unit from the top bits, and the compiler's
228 * packed p0 from the bottom.
229 */
230 uint32_t unit = data >> 24;
231 uint32_t p0 = data & 0x00ffffff;
232
233 struct pipe_sampler_view *psview = texstate->textures[unit];
234 struct v3d_sampler_view *sview = v3d_sampler_view(psview);
235 struct v3d_resource *rsc = v3d_resource(psview->texture);
236
237 cl_aligned_reloc(&job->indirect, uniforms, sview->bo, p0);
238 v3d_job_add_bo(job, rsc->bo);
239 }
240
241 /** Writes the V3D 4.x TMU configuration parameter 1. */
242 static void
243 write_tmu_p1(struct v3d_job *job,
244 struct v3d_cl_out **uniforms,
245 struct v3d_texture_stateobj *texstate,
246 uint32_t data)
247 {
248 /* Extract the texture unit from the top bits, and the compiler's
249 * packed p1 from the bottom.
250 */
251 uint32_t unit = data >> 24;
252 uint32_t p0 = data & 0x00ffffff;
253
254 struct pipe_sampler_state *psampler = texstate->samplers[unit];
255 struct v3d_sampler_state *sampler = v3d_sampler_state(psampler);
256
257 cl_aligned_reloc(&job->indirect, uniforms, sampler->bo, p0);
258 }
259
260 struct v3d_cl_reloc
261 v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
262 struct v3d_constbuf_stateobj *cb,
263 struct v3d_texture_stateobj *texstate)
264 {
265 struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
266 struct v3d_job *job = v3d->job;
267 const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
268 struct v3d_bo *ubo = v3d_upload_ubo(v3d, shader, gallium_uniforms);
269
270 /* We always need to return some space for uniforms, because the HW
271 * will be prefetching, even if we don't read any in the program.
272 */
273 v3d_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);
274
275 struct v3d_cl_reloc uniform_stream = cl_get_address(&job->indirect);
276 v3d_bo_reference(uniform_stream.bo);
277
278 struct v3d_cl_out *uniforms =
279 cl_start(&job->indirect);
280
281 for (int i = 0; i < uinfo->count; i++) {
282
283 switch (uinfo->contents[i]) {
284 case QUNIFORM_CONSTANT:
285 cl_aligned_u32(&uniforms, uinfo->data[i]);
286 break;
287 case QUNIFORM_UNIFORM:
288 cl_aligned_u32(&uniforms,
289 gallium_uniforms[uinfo->data[i]]);
290 break;
291 case QUNIFORM_VIEWPORT_X_SCALE:
292 cl_aligned_f(&uniforms, v3d->viewport.scale[0] * 256.0f);
293 break;
294 case QUNIFORM_VIEWPORT_Y_SCALE:
295 cl_aligned_f(&uniforms, v3d->viewport.scale[1] * 256.0f);
296 break;
297
298 case QUNIFORM_VIEWPORT_Z_OFFSET:
299 cl_aligned_f(&uniforms, v3d->viewport.translate[2]);
300 break;
301 case QUNIFORM_VIEWPORT_Z_SCALE:
302 cl_aligned_f(&uniforms, v3d->viewport.scale[2]);
303 break;
304
305 case QUNIFORM_USER_CLIP_PLANE:
306 cl_aligned_f(&uniforms,
307 v3d->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
308 break;
309
310 case QUNIFORM_TMU_CONFIG_P0:
311 write_tmu_p0(job, &uniforms, texstate,
312 uinfo->data[i]);
313 break;
314
315 case QUNIFORM_TMU_CONFIG_P1:
316 write_tmu_p1(job, &uniforms, texstate,
317 uinfo->data[i]);
318 break;
319
320 case QUNIFORM_TEXTURE_CONFIG_P1:
321 write_texture_p1(job, &uniforms, texstate,
322 uinfo->data[i]);
323 break;
324
325 #if 0
326 case QUNIFORM_TEXTURE_FIRST_LEVEL:
327 write_texture_first_level(job, &uniforms, texstate,
328 uinfo->data[i]);
329 break;
330 #endif
331
332 case QUNIFORM_TEXRECT_SCALE_X:
333 case QUNIFORM_TEXRECT_SCALE_Y:
334 cl_aligned_u32(&uniforms,
335 get_texrect_scale(texstate,
336 uinfo->contents[i],
337 uinfo->data[i]));
338 break;
339
340 case QUNIFORM_TEXTURE_WIDTH:
341 case QUNIFORM_TEXTURE_HEIGHT:
342 case QUNIFORM_TEXTURE_DEPTH:
343 case QUNIFORM_TEXTURE_ARRAY_SIZE:
344 case QUNIFORM_TEXTURE_LEVELS:
345 cl_aligned_u32(&uniforms,
346 get_texture_size(texstate,
347 uinfo->contents[i],
348 uinfo->data[i]));
349 break;
350
351 case QUNIFORM_ALPHA_REF:
352 cl_aligned_f(&uniforms,
353 v3d->zsa->base.alpha.ref_value);
354 break;
355
356 case QUNIFORM_SAMPLE_MASK:
357 cl_aligned_u32(&uniforms, v3d->sample_mask);
358 break;
359
360 case QUNIFORM_UBO_ADDR:
361 if (uinfo->data[i] == 0) {
362 cl_aligned_reloc(&job->indirect, &uniforms,
363 ubo, 0);
364 } else {
365 int ubo_index = uinfo->data[i];
366 struct v3d_resource *rsc =
367 v3d_resource(cb->cb[ubo_index].buffer);
368
369 cl_aligned_reloc(&job->indirect, &uniforms,
370 rsc->bo,
371 cb->cb[ubo_index].buffer_offset);
372 }
373 break;
374
375 case QUNIFORM_TEXTURE_FIRST_LEVEL:
376 cl_aligned_f(&uniforms,
377 texstate->textures[uinfo->data[i]]->u.tex.first_level);
378 break;
379
380 case QUNIFORM_TEXTURE_BORDER_COLOR:
381 /* XXX */
382 break;
383
384 case QUNIFORM_SPILL_OFFSET:
385 cl_aligned_reloc(&job->indirect, &uniforms,
386 v3d->prog.spill_bo, 0);
387 break;
388
389 case QUNIFORM_SPILL_SIZE_PER_THREAD:
390 cl_aligned_u32(&uniforms,
391 v3d->prog.spill_size_per_thread);
392 break;
393
394 default:
395 assert(quniform_contents_is_texture_p0(uinfo->contents[i]));
396
397 write_texture_p0(job, &uniforms, texstate,
398 uinfo->contents[i] -
399 QUNIFORM_TEXTURE_CONFIG_P0_0,
400 uinfo->data[i]);
401 break;
402
403 }
404 #if 0
405 uint32_t written_val = *((uint32_t *)uniforms - 1);
406 fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f)\n",
407 shader, i, __gen_address_offset(&uniform_stream) + i * 4,
408 written_val, uif(written_val));
409 #endif
410 }
411
412 cl_end(&job->indirect, uniforms);
413
414 v3d_bo_unreference(&ubo);
415
416 return uniform_stream;
417 }
418
419 void
420 v3d_set_shader_uniform_dirty_flags(struct v3d_compiled_shader *shader)
421 {
422 uint32_t dirty = 0;
423
424 for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
425 switch (shader->prog_data.base->uniforms.contents[i]) {
426 case QUNIFORM_CONSTANT:
427 break;
428 case QUNIFORM_UNIFORM:
429 case QUNIFORM_UBO_ADDR:
430 dirty |= VC5_DIRTY_CONSTBUF;
431 break;
432
433 case QUNIFORM_VIEWPORT_X_SCALE:
434 case QUNIFORM_VIEWPORT_Y_SCALE:
435 case QUNIFORM_VIEWPORT_Z_OFFSET:
436 case QUNIFORM_VIEWPORT_Z_SCALE:
437 dirty |= VC5_DIRTY_VIEWPORT;
438 break;
439
440 case QUNIFORM_USER_CLIP_PLANE:
441 dirty |= VC5_DIRTY_CLIP;
442 break;
443
444 case QUNIFORM_TMU_CONFIG_P0:
445 case QUNIFORM_TMU_CONFIG_P1:
446 case QUNIFORM_TEXTURE_CONFIG_P1:
447 case QUNIFORM_TEXTURE_BORDER_COLOR:
448 case QUNIFORM_TEXTURE_FIRST_LEVEL:
449 case QUNIFORM_TEXRECT_SCALE_X:
450 case QUNIFORM_TEXRECT_SCALE_Y:
451 case QUNIFORM_TEXTURE_WIDTH:
452 case QUNIFORM_TEXTURE_HEIGHT:
453 case QUNIFORM_TEXTURE_DEPTH:
454 case QUNIFORM_TEXTURE_ARRAY_SIZE:
455 case QUNIFORM_TEXTURE_LEVELS:
456 case QUNIFORM_SPILL_OFFSET:
457 case QUNIFORM_SPILL_SIZE_PER_THREAD:
458 /* We could flag this on just the stage we're
459 * compiling for, but it's not passed in.
460 */
461 dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
462 break;
463
464 case QUNIFORM_ALPHA_REF:
465 dirty |= VC5_DIRTY_ZSA;
466 break;
467
468 case QUNIFORM_SAMPLE_MASK:
469 dirty |= VC5_DIRTY_SAMPLE_STATE;
470 break;
471
472 default:
473 assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
474 dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
475 break;
476 }
477 }
478
479 shader->uniform_dirty_bits = dirty;
480 }